Doom 3: Arena?

Some crazy Germans have released Q3toD3, which is a tool that automates the conversion process of changing Quake 3 maps over to the Doom 3 format. There are some limitations currently, mainly that shader effects aren't working (yet?) so there is no fog or texture animation, and texture placement is a bit odd, but the end result looks convincingly like the original level.

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Neat trick, but without normal maps and specularity maps and gloss maps and appropriately moody lighting, the Doom 3 engine is just a bunch of polygons and looks no different from any other engine with a bunch of polygons. In fact this probably looks worse than Quake 3 because 1) it doesn't have the shaders and 2) Quake 3 was built to look good with precompiled lightmaps, not runtime-calculated non-scattering lighting.

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I don´t know what you people are complaining about. The guys did not simply convert the original Q3A maps. They created a tool with which mod makers can easily convert their maps into Doom3, as a basis to work on them from there. This will give us a whole lot of custom made stuff in the near future.

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I don´t know what you people are complaining about. The guys did not simply convert the original Q3A maps. They created a tool with which mod makers can easily convert their maps into Doom3, as a basis to work on them from there. This will give us a whole lot of custom made stuff in the near future.

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You mean I could get my Doom 2 map into Doom 3? Wow, I wonder what it would look like in the end.

I haven't looked into these tools at all, but I imagine that you would end up with a rough version of the level geometry (I would think that the Doom->Q2 conversion would be the biggest problem). Dragging the texturing through the entire process probably wouldn't work very well, and even if it did the results would be like what you see in those screenshots - boring, uniformly lit rooms. Any of the GL Doom ports would probably look better.

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I have a request. I don't know anything about building maps or even using this tool. I also realize this might spawn tons and tons of spam with people begging for map conversions, but this one really should be done, I think.

Would somebody convert the map ztn3tourney1 from Quake III to DOOM 3 and upload it somewhere? That is the greatest 1v1 map of all time (probably) and I would just like to get a rough, sketchy idea of how it might play in DOOM 3.

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I don´t know what you people are complaining about. The guys did not simply convert the original Q3A maps. They created a tool with which mod makers can easily convert their maps into Doom3, as a basis to work on them from there. This will give us a whole lot of custom made stuff in the near future.

Um, arent the formats the same to begin with? unless this tool works with Bsps, then its only purpose os to do the retexturing, which as Linguica pointed out really isnt a big deal

david_a said:

I haven't looked into these tools at all, but I imagine that you would end up with a rough version of the level geometry (I would think that the Doom->Q2 conversion would be the biggest problem). Dragging the texturing through the entire process probably wouldn't work very well, and even if it did the results would be like what you see in those screenshots - boring, uniformly lit rooms. Any of the GL Doom ports would probably look better.

you can do a "Search and replace" for texturing any converted map, its faeture in the editor

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you can do a "Search and replace" for texturing any converted map, its faeture in the editor

Sure, but any texture offsets would more than likely be lost, so you would have to go through and manually align all of them. There's also the issue of scale; 128 units in Doom is probably not the same as 128 units in any other engine, and I doubt that the proper scale is carried through all these conversions. Walls may end up being the wrong height/width. I don't really know anything about editing for newer game engines though, so maybe you can just tell a texture to stretch to fill a wall correctly no matter the size. In any case, I'm 100% positive the results will look worse than if you ran the original in JDoom or something.

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(This is probably the most I've posted since I've joined, I guess now that I finally can actually be useful)

I've notice when fooling with the editor that D3 has a slightly larger scale. You can see this in the Q3toD3 screenshots - look at the steps in the first screenie, and the catwalk in the second. You'll probably need everything to be 1.1x or so in order to look proper, and not look like you're Andre the Giant.